Release 1.1 #5352
Replies: 8 comments 7 replies
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+1 |
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+1, but: Where do high resolution re-exported graphics of old buildings and workers fit in? Should they be submitted at least as a PR until 1st May to be included in 1.1? As #4985 shows they can cause saveloading problems. I haven't got much feedback on Empire buildings so far, and I'm afraid I won't be able to spend much time on Widelands for quite a while… 😞 I may still be able to do Barbarian and Atlantean buildings without adjusting scales if it is deemed important. Workers and critters are unlikely though. (so this means no naval warfare (#855) in 1.1, and very unlikely #662 and #2058, right? also no hi-res work that need code changes, like #2087 #2089 and #1071?) |
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Should we change all single frame animations to spritesheets for 1.1, to allow removing the unpacked animation code in 1.2? |
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only a few bugs left we are getting there. Shall we have a tournament to test the RC? |
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Ok tournament will start on september 5th. |
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Release ScheduleThe release candidate for Widelands 1.1 will be published on Sunday, the 16th of October 2022. Another reminder: We still need lots of cool screenshots for the website and to refresh the appdata :) |
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I'm unable to upload the binaries to the Launchpad milestone due to this launchpad bug, so I guess we might drop mirroring releases there and keep all artifacts on GitHub. This is unfortunate as LP offers support for checksums and signatures which GitHub lacks. |
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It's been 10 months since the release of Widelands v1.0, and in my opinion we should start thinking about the next release 1.1 soonish to uphold the target cycle of one release per annum. This time last year we were already in feature freeze.
Although I have the impression that development has slowed down somewhat over the last two release cycles, and several long-standing wishlist items are to be postponed yet again, we have a good number of new features and bugfixes that warrant a new release. And there are several more major goodies currently in review, such as two new scenarios. In my opinion there are no showstopper bugs now known, though some of the open crash reports still need to be investigated.
I propose to set the date for the Widelands 1.1 First Snow Feature Freeze to Sunday, the First of May 2022. This will give us enough time to add more features and fix important bugs, and of course branches deemed release-critical are not subject to the freeze. I will go through the list of issues soonish and retarget what is not urgent.
Do you agree? Or should we allow more time for more new features? Are there any specific enhancements/bugfixes/tweaks you'd like to see in v1.1? Opinions, as always, welcome :)
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